Hassan et al. Texture Authoring
|General Purpose Information|
| Year of First Releaseⓘ |
The year a tool was first publicly released or discussed in an academic paper.
| Platformⓘ |
The OS or software framework needed to run the tool.
| Availabilityⓘ |
If the tool can be obtained by the public.
| Licenseⓘ |
Tye type of license applied to the tool.
|Hardware Control Information|
| Haptic Categoryⓘ |
The general types of haptic output devices controlled by the tool.
| Hardware Abstractionⓘ |
How broad the type of hardware support is for a tool.
|Class (Voice coil)|
|Interaction and Interface Information|
| Driving Featureⓘ |
If haptic content is controlled over time, by other actions, or both.
| Effect Localizationⓘ |
How the desired location of stimuli is mapped to the device.
| Media Supportⓘ |
Support for non-haptic media in the workspace, even if just to aid in manual synchronization.
| Iterative Playbackⓘ |
If haptic effects can be played back from the tool to aid in the design process.
| Design Approachesⓘ |
Broadly, the methods available to create a desired effect.
| Interaction Metaphorsⓘ |
Common UI metaphors that define how a user interacts with a tool.
Hassan, Abdulali, and Jeon created an affective authoring space for textures based on 25 models of real materials. These were positioned on an affective space defined by two axes, hard-soft and rough-smooth. New models can be generated interpolated from the original data-driven models and played back on a voice-coil actuator, such as the Haptuator Mark II.
For more information on this method, please consult the 2020 article in IEEE Trans. on Industrial Electronics.